Monday, December 3, 2018

HiBRiD Stats: Alien Xenomorph: General Description and Xenomorph, Annoying

In light of the fact that I have been watching action movies with Odin Johaansen and getting ready for GenCon 2109, I have been inspired to stat out the xenomorphs from the Alien franchise. For your enjoyment, I present them here.


Xenomorphs

Originally created as a biological weapon, xenomorphs have expanded throughout the universe to adapt to any planet housing advanced carbon-based life forms. While carbon-based lifeforms themselves, they are extremely resistant to heat, cold, radiation, and vacuum environments by a silicate-based exoskeleton. They have acid for blood, superhuman reflexes and strength, and move extremely quickly and silently in most environments, making them formidable threats to all species they encounter, whom they consider only as either threat, food, or hosts for their young.

Xenomorphs possess an array of senses with sensitivities and ranges well beyond those exhibited by humans. Upon hatching, they only possess hearing, infrared, and pheromone sensing capabilities but upon maturing, they gain other perceptive abilities as well. Their perception organs are housed beneath their elongated carapace on their heads, thus preventing them from becoming a point of vulnerability to an opponent. This carapace also acts as a natural flash compensator and receiver for telepathic messages or commands given by their queen.

Adult xenomorphs possess a reactive and adaptive intelligence rather than an inventive one. This means that while xenomorphs do not have a technology of their own, their observational learning abilities enable them to learn to use tools, assess the physical properties of matter and their environment around them, and use advanced tactics and strategy in combat when countering threats or seeking prey or hosts. This lack of sentience and ability to create their own technology has not prevented them from interstellar travel, as they have learned to hitch rides on the crafts of other species or infect others with their embryos without the infected host’s knowledge.

Xenomorphs form a hive like-civilization not unlike that exhibited by termites. Their hive will center on a queen who is surrounded by any number of guards. The purposes of each xenomorph in their society is very strictly defined. Annoying xenomorphs serve to create embryos in living organisms. Standard xenomorphs live to maintain the hive, defend it from intruders, and serve the queen in any way possible even giving their lives without regard if so commanded. Badass xenomorphs serve to lay eggs and guide all activities of the hive.


Xenomorph, Annoying (100 cm with tail (50 cm body), 5-10 kg

Annoying xenomorphs are any such creatures in the larval stage that can threaten the lives of heroes. They cannot communicate, do not strategize, and only react to the environment enough to accomplish their biological need, depending on the variant.

Known Variants

The two most common variants are the annoying facehugger and the equally annoying chestburster.


Facehugger: The facehugger implants a kernel of preprogrammed cellular material down its target’s throat via a sting after attaching itself to the target’s face and cutting off circulation with its strong prehensile constricting tail, releasing a combination toxin with immunosuppressant, sedative, anaesthetic, and psychotropic effects while doing so. Upon successful implantation, the facehugger dies, and the kernel of genetic material then incorporates DNA from the host into its own DNA nucleus, allowing for rapid gestation times of 1 to 10 hours. After gestation, the new annoying creature begins to bite through its host in the form of a chesburster


Chestburster: Upon breaking though the chest of its host, it bursts forth and runs away to hide so that it can grow unmolested. The annoying chestburster grows rapidly through a series of hourly moltings. Each molting results in an increase in height by 30 cm/hour, with legs forming after the first molting, and the secreted exoskeleton hardens by 2 points of ArmV per hour until it reaches the stats of a standard xenomorph. 


STR          +6
RSIL         0
RFLX        +5
INTL         -5
WILL        0
PERC        +5

Action Move: 15 m (crawl, swim)
Action Load: 0 kg
Action Range: 10 m (infrared, sound, pheromones) (Add human senses if Chestburster Variant,)

PHYS:     10
ARMV:     5

Attacks/Skills

Stealth                                  +5
Pounce/Charge                      +5    Afterward, may grapple or sting
Grapple                                 +11  Afterward, will sting or bite
Sting (Facehugger Variant)     +5    Poison (Incapacitating/anesthetizing-dies after depositing embryo)
Bite  (Chestbruster Variant)    +5    3d6 (9) when opponent at 0 PHYS, bursts out and runs away to hide

Origin Traits
Amphibious
Immunity: Mineral acids
Fear: Fire

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